2020-04-22 16:56:21 +00:00
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//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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//===========================================================================//
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#ifndef IINPUTSYSTEM_H
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#define IINPUTSYSTEM_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "tier0/platform.h"
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#include "appframework/IAppSystem.h"
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#include "inputsystem/InputEnums.h"
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#include "inputsystem/ButtonCode.h"
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#include "inputsystem/AnalogCode.h"
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#include "steam/isteamcontroller.h"
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//-----------------------------------------------------------------------------
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// Main interface for input. This is a low-level interface
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//-----------------------------------------------------------------------------
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#define INPUTSYSTEM_INTERFACE_VERSION "InputSystemVersion001"
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abstract_class IInputSystem : public IAppSystem
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{
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public:
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// Attach, detach input system from a particular window
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// This window should be the root window for the application
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// Only 1 window should be attached at any given time.
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virtual void AttachToWindow( void* hWnd ) = 0;
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virtual void DetachFromWindow( ) = 0;
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// Enables/disables input. PollInputState will not update current
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// button/analog states when it is called if the system is disabled.
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virtual void EnableInput( bool bEnable ) = 0;
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// Enables/disables the windows message pump. PollInputState will not
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// Peek/Dispatch messages if this is disabled
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virtual void EnableMessagePump( bool bEnable ) = 0;
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// Polls the current input state
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virtual void PollInputState() = 0;
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// Gets the time of the last polling in ms
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virtual int GetPollTick() const = 0;
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// Is a button down? "Buttons" are binary-state input devices (mouse buttons, keyboard keys)
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virtual bool IsButtonDown( ButtonCode_t code ) const = 0;
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// Returns the tick at which the button was pressed and released
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virtual int GetButtonPressedTick( ButtonCode_t code ) const = 0;
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virtual int GetButtonReleasedTick( ButtonCode_t code ) const = 0;
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// Gets the value of an analog input device this frame
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// Includes joysticks, mousewheel, mouse
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virtual int GetAnalogValue( AnalogCode_t code ) const = 0;
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// Gets the change in a particular analog input device this frame
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// Includes joysticks, mousewheel, mouse
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virtual int GetAnalogDelta( AnalogCode_t code ) const = 0;
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// Returns the input events since the last poll
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virtual int GetEventCount() const = 0;
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virtual const InputEvent_t* GetEventData( ) const = 0;
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// Posts a user-defined event into the event queue; this is expected
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// to be called in overridden wndprocs connected to the root panel.
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virtual void PostUserEvent( const InputEvent_t &event ) = 0;
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// Returns the number of joysticks
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virtual int GetJoystickCount() const = 0;
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// Enable/disable joystick, it has perf costs
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virtual void EnableJoystickInput( int nJoystick, bool bEnable ) = 0;
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// Enable/disable diagonal joystick POV (simultaneous POV buttons down)
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virtual void EnableJoystickDiagonalPOV( int nJoystick, bool bEnable ) = 0;
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// Sample the joystick and append events to the input queue
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virtual void SampleDevices( void ) = 0;
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// FIXME: Currently force-feedback is only supported on the Xbox 360
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virtual void SetRumble( float fLeftMotor, float fRightMotor, int userId = INVALID_USER_ID ) = 0;
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virtual void StopRumble( void ) = 0;
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// Resets the input state
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virtual void ResetInputState() = 0;
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// Sets a player as the primary user - all other controllers will be ignored.
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virtual void SetPrimaryUserId( int userId ) = 0;
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// Convert back + forth between ButtonCode/AnalogCode + strings
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virtual const char *ButtonCodeToString( ButtonCode_t code ) const = 0;
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virtual const char *AnalogCodeToString( AnalogCode_t code ) const = 0;
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virtual ButtonCode_t StringToButtonCode( const char *pString ) const = 0;
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virtual AnalogCode_t StringToAnalogCode( const char *pString ) const = 0;
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// Sleeps until input happens. Pass a negative number to sleep infinitely
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virtual void SleepUntilInput( int nMaxSleepTimeMS = -1 ) = 0;
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// Convert back + forth between virtual codes + button codes
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// FIXME: This is a temporary piece of code
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virtual ButtonCode_t VirtualKeyToButtonCode( int nVirtualKey ) const = 0;
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virtual int ButtonCodeToVirtualKey( ButtonCode_t code ) const = 0;
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virtual ButtonCode_t ScanCodeToButtonCode( int lParam ) const = 0;
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// How many times have we called PollInputState?
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virtual int GetPollCount() const = 0;
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// Sets the cursor position
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virtual void SetCursorPosition( int x, int y ) = 0;
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// NVNT get address to haptics interface
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virtual void *GetHapticsInterfaceAddress() const = 0;
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virtual void SetNovintPure( bool bPure ) = 0;
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// read and clear accumulated raw input values
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virtual bool GetRawMouseAccumulators( int& accumX, int& accumY ) = 0;
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2023-08-17 11:31:43 +00:00
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virtual bool GetTouchAccumulators( int fingerId, float &dx, float &dy ) = 0;
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2020-04-22 16:56:21 +00:00
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// tell the input system that we're not a game, we're console text mode.
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// this is used for dedicated servers to not initialize joystick system.
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// this needs to be called before CInputSystem::Init (e.g. in PreInit of
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// some system) if you want ot prevent the joystick system from ever
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// being initialized.
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virtual void SetConsoleTextMode( bool bConsoleTextMode ) = 0;
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virtual ISteamController* SteamControllerInterface() = 0;
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virtual uint32 GetNumSteamControllersConnected() = 0;
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virtual bool IsSteamControllerActive() = 0;
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virtual bool IsSteamControllerConnected() = 0;
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virtual int GetSteamControllerIndexForSlot( int nSlot ) = 0;
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virtual bool GetRadialMenuStickValues( int nSlot, float &fX, float &fY ) = 0;
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virtual void ActivateSteamControllerActionSetForSlot( uint64 nSlot, GameActionSet_t eActionSet ) = 0;
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virtual ControllerActionSetHandle_t GetActionSetHandle( GameActionSet_t eActionSet ) = 0;
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virtual ControllerActionSetHandle_t GetActionSetHandle( const char* szActionSet ) = 0;
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// Gets the action origin (i.e. which physical input) maps to the given action for the given action set
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virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, GameActionSet_t action_set ) = 0;
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virtual EControllerActionOrigin GetSteamControllerActionOrigin( const char* action, ControllerActionSetHandle_t action_set_handle ) = 0;
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// Maps a Steam Controller action origin to a string (consisting of a single character) in our SC icon font
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virtual const wchar_t* GetSteamControllerFontCharacterForActionOrigin( EControllerActionOrigin origin ) = 0;
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// Maps a Steam Controller action origin to a short text string (e.g. "X", "LB", "LDOWN") describing the control.
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// Prefer to actually use the icon font wherever possible.
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virtual const wchar_t* GetSteamControllerDescriptionForActionOrigin( EControllerActionOrigin origin ) = 0;
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// This is called with "true" by dedicated server initialization (before calling Init) in order to
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// force us to skip initialization of Steam (which messes up dedicated servers).
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virtual void SetSkipControllerInitialization( bool bSkip ) = 0;
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// Helper - activate same action set for all controller slots.
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void ActivateSteamControllerActionSet( GameActionSet_t eActionSet ) {
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ActivateSteamControllerActionSetForSlot( 0xffffffffffffffff, eActionSet );
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}
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2021-10-23 11:41:59 +00:00
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virtual void StartTextInput() = 0;
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2020-04-22 16:56:21 +00:00
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};
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#endif // IINPUTSYSTEM_H
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